On the Maelstrom's Edge

Cyberware

Cyberware is an option for character advancement. Level 1 Cyberware is equal to (but should not exactly duplicate) a Novice Edge or a +2 racial ability (p22). Level 2 and 3 Cyberware is better, but has a small chance to malfunction in stressful situations. Characters are limited by how many Cyberware Edges they can take per Rank, but may choose to take more if it is balanced by certain Hindrances.

New Edges

Streetware, Chromeware and Milware may be taken a total of twice per Rank. For example, a Veteran (rank 3) character may have taken a total of 6 of these Edges.

Cyber-Freak, Cyber-Monster and Cyber-Demon may be taken once per Rank. For example, a Seasoned (rank 2) character may have taken Streetware twice, Chromeware twice, Cyber-Freak once and Cyber-Monster once for a total of 8 pieces of Cyberware (and 2 Major Hindrances, see below).

Level 1 Cyberware does not cause Cyber Trauma, so characters may take Streetware and Cyber-Freak multiple times (over multiple ranks) without penalty.

Level 2 and Level 3 cyberware is subject to Cyber Trauma on a failed Vigor check, and adds one Defect Point per Edge. For example, the same Seasoned character above has a total of 3 Defect Points.

Cyberware that grants increasing bonuses (Cyberarm Standard, Advanced, etc) need to be taken at each level in order to gain the full cumulative effect. For example, you can not skip right to Cyberarm, Expert without also having taken Cyberarm, Advanced and Cyberarm, Standard.

Streetware
Requirements: Novice
Select one piece of Level 1 Cyberware. All Cyberware Edges (Street-, Chrome- and Milware) may be taken a total of two times per Rank.

Cyber-Freak
Requirements: Novice
Select two pieces of Level 1 Cyberware. Must choose 1 Major or 2 Minor Cyber Hindrances which are different than other Hindrances (eg may not take Ugly twice). May only be taken once per Rank.

Chromeware
Requirements: Streetware, Seasoned
Select one piece of Level 2 Cyberware. All Cyberware Edges may be taken a total of two times per Rank. Subject to Cyber Trauma on a failed Vigor check.

Cyber-Monster
Requirements: Cyber-Freak, Seasoned
Select two pieces of Level 2 Cyberware. Must choose 1 Major or 2 Minor Cyber Hindrances which are different than other Hindrances. May only be taken once per Rank. Subject to Cyber Trauma on a failed Vigor check.

Milware
Requirements: Chromeware, Veteran
Select one piece of Level 3 Cyberware. All Cyberware Edges may be taken a total of two times per Rank. Subject to Cyber Trauma on a failed Vigor check.

Cyber-Demon
Requirements: Cyber-Monster, Veteran
Select two pieces of Level 3 Cyberware. Must choose 1 Major or 2 Minor Cyber Hindrances which are different than other Hindrances. May only be taken once per Rank. Subject to Cyber Trauma on a failed Vigor check.

Cyber Hindrances

Cyber Hindrances only need to be taken if Cyber-Freak, Cyber-Monster or Cyber-Demon are selected. Cyber Hindrances have the same game effect as normal Hindrances (SWDE, page 28). Cyber Hindrances must be different than other Hindrances (eg may not take Ugly twice).

Delusional (Minor or Major)
Disagreements with people (minor) or dangerous obsession (major)

Cyber Trauma

Level 1 Cyberware does not cause Cyber Trauma. Level 2 and Level 3 cyberware is subject to Cyber Trauma on a failed Vigor check, and adds one Defect Point per Edge.

Cyber Trauma applies to any Vigor check (including Soak rolls) that results in either a 1 on the trait die or a Critical Failure (double 1s). When that happens immediately roll 1d8, subtract the number of Defect Points (individual Edges) and check the result against the Cyber Trauma table.

Example: a Seasoned Street Sam has taken Streetware twice, Chromeware twice, Cyber-Freak once and Cyber-Monster once for a total of 8 pieces of Cyberware and 3 Defect Points. At the end of a massive firefight they spend their last Bennie on a Soak roll and get a 1 on their Trait die (or double 1s). They immediate check on the Cyber Trauma table, getting a 1 on 1d8, and then subtract 3 for a result of -2. Checking the table, their Cyberware suffers a “Breakdown” and stops working (see below) in addition to the normal results for the failed Soak roll.

Shaken: or take 1 point of Fatigue if already Shaken (heals after 10 minutes of rest)

1

Dazed: -2 penalty for one round

2-8

No Effect

Cyberware List

Cyberware that grants increasing bonuses (Cyberarm Standard, Advanced, etc) need to be taken at each level in order to gain the full cumulative effect. For example, you can not skip right to Cyberarm, Expert without also having taken Cyberarm, Advanced and Cyberarm, Standard.

Streetware

Adrenaline Booster

+1 to recover from being Shaken (stacks with Combat Reflexes, SWDE p35)